using Spine.Unity;
using UnityEngine;

namespace BehaviorDesigner.Runtime.Tasks.nGame
{
    [TaskCategory("SpineAnimation")]
    [TaskDescription("Plays animation without any blending. Returns Success.")]
    [TaskIcon("Assets/Spine/spine-unity/Editor/GUI/icon-animation.png")]
    public class Play : Action
    {
        [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
        public SharedGameObject targetGameObject;
        [Tooltip("The name of the animation")]
        public SharedString animationName;
        [Tooltip("The play mode of the animation")]
        public bool isLoop = false;

        // cache the animation component
        private SkeletonAnimation skeletonAnimation;
        private GameObject prevGameObject;

        public override void OnStart()
        {
            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
            if (currentGameObject != prevGameObject) {
                skeletonAnimation = currentGameObject.GetComponent<SkeletonAnimation>();
                prevGameObject = currentGameObject;
            }
        }

        public override TaskStatus OnUpdate()
        {
            if (skeletonAnimation == null) {
                Debug.LogWarning("Animation is null");
                return TaskStatus.Failure;
            }

            if (!string.IsNullOrEmpty(animationName.Value)) {
                skeletonAnimation.state.SetAnimation(1, animationName.Value, isLoop);
            }

            return TaskStatus.Success;
        }

        public override void OnReset()
        {
            targetGameObject = null;
            animationName.Value = "";
            isLoop = false;
        }
    }
}